Let's Play Sierra Games - Quest for Glory III - Incomplete.
So, as I mentioned in my previous video (https://www.youtube.com/watch?v=p44mcgHgip8&t=77s&ab_channel=LetsPlaySierraGames) - I got to a specific point and seemed to have encountered a bug - that made the game dead end. Apparently, as a Fighter or Paladin (and I am playing a Paladin), the Simbani (sp?) Village sequence gets really buggy with the horn, the contest, and the price of the bride. I plan to restore back quite a bit - and see if I can avoid this bug - and give it another try. If it bugs out again - I am going to step away from Quest for Glory III and pick another game - and return to play it later, probably using ScummVM - which apparently bypasses this known bug from what Lars shared with me -
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From ScummVM's script_patches.cpp:
// The Laibon's hut has complex script bugs that create unintentional dead ends.
// After the Laibon requests a dinosaur horn from fighters and paladins, the
// player is unable to give the horn on subsequent visits if they have the
// bride's price items. Upon leaving the hut, they are unable to return.
//
// rm450:init sets an event number based on game state. The problem events are:
// - Event 5: Fighters/paladins give the horn to begin initiation.
// - Event 6: The bride's price can be paid, but fighters/paladins must have
// given the horn in event 5 for the Laibon to accept the price.
//
// The main problem is that rm450:init tests for event 6 before event 5. If the
// preconditions for event 6 are met then event 5 is suppressed. This is a
// conflict because event 6 can't be completed until event 5 has been, but the
// horn can only be given in event 5. More inconsistencies: some code enforces
// an incorrect rule that these events can only occur once, despite event 6
// being designed to reoccur and event 5 allowing the player to leave without
// giving the horn in version 1.0. Finally, the hut's event logic is out of
// sync between the entrance (room 420) and interior (450). The entrance blocks
// events from recurring even if they weren't completed and is missing a flag
// check, but unlike room 450 it does test the events in the correct order.
//
// We fix this by allowing room 450 to select event 5 (giving the horn) even if
// the preconditions for event 6 are met. We also allow both events to reoccur.
// Finally, we patch the relevant entrance logic to match the interior's.
// Although these patches touch a lot of logic, they only affect the game when
// it is in a state where the player wouldn't have been allowed to proceed with
// events that they've met the preconditions for. Note that these changes are
// broken up into smaller patches to be compatible with the many different
// versions of these scripts, including the NRS fan patches that GOG includes,
// and the comprehensive QFG3 Unofficial Update fan patches.
The patches are applied when loading the relevant scripts, at runtime.
They are baked into the ScummVM executable. There is no installation (apart from ScummVM noticing that a script being loaded has a patch associated with it and applying it in memory).
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